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Increase of the Level of Graphic Competence Future
Bachelor in Computer Sciences in the Process of Studying
3D modeling
Hanna Chemerys [0000-0003-3417-9910], Kateryna Osadcha [0000-0003-0653-6423],
Viacheslav Osadchyi [0000-0001-5659-4774] and Vladyslav Kruhlyk [0000-0002-5196-7241]
Bogdan Khmelnitsky Melitopol State Pedagogical University,
Hetmanska str.20, 72300, Melitopol, Ukraine
{Chemeris, okp, osadchyi}@mdpu.org.ua, [email protected]
Abstract. The article deals with the examination of distinct aspects of the ap-
plication of 3D modeling technologies as the promising trend, which found its
application in the process of creation of models for 3D printout, virtual and
augmented reality, in the process of development of gameplays, in modeling of
objects for educational aims etc. The urgency of the study of the 3D model pro-
cessing considering the conditions by bachelors of computer sciences, nominat-
ed by competitive environment of labour market has been defined. The necessi-
ty of improvement of methods of graphical discipline teaching and the actuality
of the introduction of the study of 3D modeling technologies in the process of
professional training of future bachelors of computer sciences as a promising
trend considering the demands of labour market and as the factor raising the
level of student motivation to a professional activity in general and the for-
mation level of graphical competence in particular have been grounded. The
methodological support of the course has been described, the aim and content of
the study of the “Computer Graphics” discipline have been presented. The
structure and the content of theoretical and practical parts of the course have
been provided, which are oriented to the use of the 3D graphical Autodesk Ma-
ya processor. The algorithm has been examined and the stages of creation of
organic form objects have been described on the example of modeling of game
characters and the algorithm of creation of 3D surroundings on the example of
modeling of the game level interior. The certain aspects of informational and
communicational support of the “Computer Graphics” course have been exam-
ined, within the frames of which the approbation of the developed educational
and methodological complex has been performed.
Keywords: future bachelor of computer sciences, computer graphics, 3D mod-
eling, game characters, game surrounding.
1 The introduction
1.1 The problem statement.
The modernity is characterized by extensive computerization in almost all spheres of
the social life. Computer graphics gains its advancement in the creation of photo-
realistic virtual images, it is used in 3D print technologies, in the modeling of the
objects for virtual and augmented reality, in the process of development of gameplay,
in the modeling of objects for educational aims, in the performance of complicated
graphical projects and many other spheres of people lives. The progressive develop-
ment of informational and communication technologies has influenced to the ad-
vancement of computer games, which became the integral part of everyday lives of
majority of people. As it was noted by N. Marenich, the usage of graphics in the
quality of processing of visual components of computer games has the rich history,
beginning from the traditional pixel graphics and finishing with the leading progres-
sive and prospective technologies of polygonal graphics, capable to create detailed 3D
objects [1]. The prerequisite of special requirements to the professional training of
future bachelors of computer sciences under the conditions of competitive environ-
ment has been the fact that skilled specialists in the sphere of game design have the
competitive salaries and often are the most well-paid professionals in the industry of
games production. Taking into account the swift growth of demand for highly skilled
specialists in the industry of game design and developers of surrounding for virtual
and augmented reality [2] the high level of motivation of students to the study of the
methods of computer graphics has been observed, in particular 3D modeling, that in
its turn raises the role of graphical competence in the modern system of education of
future bachelors of computer sciences [3]. Thus, the question of revision of the con-
tent and methods of teaching of the number of disciplines stands now, which is aimed
at the formation of graphical competence of future bachelor of computer sciences, that
is grounded by the researches of needs of contemporary labour market and thus is
actual.
1.2 Problem state of the art.
Aesthetic aspects of an art project activity, to which the 3D modeling refers, have
been considered in the research of V. Bychkov, E. Iljenkov. The distinct factors of the
development of spatial thinking have been studied by such scientists as N. Bondar,
I. Nishchak, A. Rajkovskaya, Y. Feshchuk. The formation of graphical knowledge
and skills with the help of informational technologies have been grounded by
P. Buyanov, M. Ozga, A. Glazunova, R. Gorbatyuk, M Kozyar, V. Kodratova,
N. Polishchuk, Y. Ramskyj, I. Semenov, M. Yusupova. The methods of work with 3D
modeling software have been highlighted in works of D. Banakh, T. Bordman,
G. Greham, M. Dzambruno, J. Johns and others. The issue of 3D modeling also has
found its reflection in the research of I. Bratchikov, T. Bulyanitsi, V. Goncharova,
T. Koroteeva, T. Nikitina, I. Popova, E. Romanycheva and others. The biggest num-
ber of researches in the theory and methods of teaching of 3D modeling of students of
“Computer sciences” specialty have been investigated in foreign publications [4, 5, 6,
7, 8]. In the overwhelming majority of studies of the methods of training of 3D mod-
eling the attention has been paid to engineering graphics by means of CAD-systems
for the training of students of technical specialties. But the researches, devoted to the
methods of 3D modeling training for the students of IT-specialties, namely the model-
ing of 3D objects for gameplay or for virtual (VR) or augmented reality (AR), have
not been studied sufficiently, thus this issue needs particular attention and thorough
scientific research.
The aim of article is the research of effectiveness of introduction of methods of
3D modeling training in the content of “Computer graphics” discipline for the
formation of components of graphical competence of future bachelors of com-
puter sciences.
2 The results of research
2.1 The description of educational and methodological complex on
“Computer graphics”
The study of the methods of 3D modeling in the process of mastering disciplines,
forming the graphical competence, needs the developed spatial thinking, an aesthetic
taste, a creative approach and analytic thinking, an exclusive sense of composition,
the skills to perceive and produce graphical content, that is caused by the specificity
of the discipline. All the qualities of a creative personality mentioned above, as any
other ability of a person, are to be and can be developed. Not only perfect knowledge
of disciplines of the professional cycle, aimed at the development of skills of pro-
gramming in various languages influences on the level of professional training of
future bachelor of computer sciences, but also the formation of graphical competenc-
es. The specialists in the field of computer sciences have to demonstrate the integra-
tion of technical, informational and designer skills [9]. At the same time with the
mastering of contemporary graphic processors, including the means of 3D modeling,
the process of formation of the graphical competence of future bachelors of computer
sciences stipulates the acquisition of stable motivation for the usage of 3D processors
by students; mastering of skills, ensuring the effectiveness of a professional activity
under the conditions of the modern competitive surrounding; the development of crea-
tive orientation of the professional activity and critical thinking; the constant work on
the increase of professional level; the aspiration for self-education and self-perfection.
Modern computer graphical processors, specializing in the 3D modeling, have at their
disposal the opportunities of 3D parametric modeling, have big libraries of standard-
ized objects, logical operators and built-up languages of programming. With the aim
of formation of graphical competence of future bachelors of computer sciences, the
educational and methodological complex has been developed, based on the study of
the 3D modeling technology, the approbation of which has been performed in the
process of studies of the “Computer graphics” discipline for the students learning the
“Computer sciences” speciality. The “Computer graphics” discipline according to the
curriculum is studied during the fifth semester. For its study 5 credits ECTS are given,
from which 16 hours are devoted to the lection material, 30 hours are dedicated to lab
work and 104 hours to student self-study. The aim of the study of the “Computer
graphics” discipline is the acquaintance of students with the peculiarities of modeling,
texturing, rendering and animation. For the selection of the content of the course the
analysis and the selection of software for 3D modeling have been undertaken [2],
according to the results of which for the study of students the 3D graphical Autоdеsk
Mауа processor has been chosen, the license for which the Autоdеsk company has
been provided free of charge for three years for the usage at educational institutions.
Maya has a powerful toolset for 3D modeling, it fully satisfies the qualifying stand-
ards for the development as game characters and also the modeling of game surround-
ing, that allows to create 3D models of any complexity level [10].
The tasks of study of the “Computer graphics” discipline are the expansion of im-
agination of students about the purpose and opportunities of the programs of creation
of computer graphics and animation; providing for the students the necessary
knowledge about 3D modeling; the formation of skills and abilities of students on the
creation and application of 3D graphics and animation on the examples of projecting
of game characters, surrounding for game levels and the creation of 3D scenes with
the usage of the light source; the demonstration of practical significance and orienta-
tion of received knowledge and skills in the future professional activity. The obtained
knowledge and skills can be used for the further independent study of more complex
modes and methods of work in the professional programs of 3D graphics processing,
such as 3D Studiо Mаx, ZBrush, Cinеmа 4D and others. The structure and content of
educational methodical complex are represented in the illustration. (see Fig.1). While
the development of the methods of study of 3D modeling in the content of the “Com-
puter graphics” discipline with the aim of formation of components of the graphical
competence of future bachelors of computer sciences, the training of students in the
usage technology of a 3D graphical processor for modeling of game characters, game
surrounding and modeling of game levels has been chosen to be the main idea. This
allowed to take into account the development of professional competences of future
bachelors of computer sciences (the study of the software functional for creation of
computer graphics), also the mastering of competences, which are prospective con-
sidering the demands of the labour market (to acquire the skills of development of 3D
models and surrounding for a gameplay, virtual and augmented realities and so on).
The content of educational and methodological complex includes theoretical and
practical modules, based on the technology of 3D modeling. Each lecture is accompa-
nied with the demonstration of illustrative material, videos and other materials, which
allows to organize systematically the educational material and to form the graphical
competence of future bachelors of computer sciences.
Fig. 1. The structure and the content of educational and methodological complex of the
“Computer graphics” discipline for future bachelors of computer sciences.
In the process of usage of obtained knowledge in the practical activity, students
form the skills of work with technology of 3D modeling and the motivation for the
study of disciplines of the professionally oriented cycle grows. The development of
the practical part of the course is built in such a way to accumulate logically the com-
plexity of the developed model, gradually study the model: starting with the develop-
ment of the concept and projecting all details and images, the creation of structures,
studying the texture of model, setting the light and finishing with animation of the
model and its rendering. The logical structure of the practical part of the course is
represented in the illustration 3, where the sequence of processing of practical lessons
is demonstrated by white arrows (see Fig. 2).
Fig. 2. The theoretical material (a) and the practical material: the algorithms of modeling of
3D objects of an organic form on the example of the characters of the game (b) and space sur-
rounding on the example of the interior of the game level (c)
The result of processing of practical part is two complete 3D models – the model
of the character and the example of space organization for a game level. Taking into
consideration the necessity of the gradual increase of the complexity of processing of
3D objects, we offer the rotation of practical tasks: performing of every stage of algo-
rithm at first for the modeling of surroundings (as a less resource consuming stage)
processing of this very stage of algorithm, but already for modeling of a character (as
a more resource consuming one). Such study trajectory of 3D modeling technology is
reasonable due to the fact that students in the course of such work during lectures
learn the certain stage of modeling theoretically a), and further in the course of practi-
cal work they study two branches of modeling of objects simultaneously (person-
age b) and surrounding c)).
2.2 Description of educational and methodological complex of the “Computer
graphics” discipline
The application of information technologies in the education is called to serve the
increase of quality, effectiveness and accessibility of training, and the Internet is the
unique environment for getting the access to educational materials, gives the potential
for teaching and studies, uniting digital technologies and informational resources in
the global informational educational surrounding [11]. The important aspect in the
training of future bachelors of computer sciences is drawing the process of training to
the future professional activity with the use of modern informational communication-
al technologies and the latest methods and means of ensuring of distant learning near-
er. The big volumes of information for students are complicated for mastering in the
full mode in the frames of classroomtime, and as consequence the materials should be
available for students as while studying in the classroom and also during extracurricu-
lar time for their independent study. In the result of unification in the frames of the
united curriculum and the educational process of full-time and distance form of stud-
ies, the studying process is optimized and the opportunities of participants of the edu-
cational process become balanced. Relying on the generic international experience of
usage of the distance learning model of the Athabasca University [12], with the aim of
support of self study of students and for ensuring of the possibility of the free and
comfortable access of students to educational materials, the distance course has been
developed. Lectures and practical materials, videos and other useful materials have
been located on “The center of educational distant technologies” site of the university,
built on the Moodle learning management system. The complex of enumerated ele-
ments creates the environment in which students receive the knowledge and trans-
forms their social and professional experience, taking into account various kinds of
cooperation. The developed educational and methodological complex is aimed at the
formation of the flexible and integral model of training, which can be realized while
full-time and distance learning. For the achieving of better results in the process of
teaching with the help of distance course we have taken into account the requirements
of labour market and specificity of the future professional activity of bachelors of
computer sciences. The materials of the educational and methodiological complex are
structured on separate educational units (modules) with the outlined educational aim,
the introduction, the theoretical part, educational tasks, progress tests and estimation
of obtained knowledge. The components of the complex comprise a curriculum, mate-
rials for lectures and practical lessons, self-study materials, video series, accompany-
ing every lecture, means of knowledge control in the form of tests, supporting litera-
ture, the electronic register of progress. For the tracking of course element processing,
the academic electronic register is provided, which gives the opportunity to record
students’ progress, reflecting elements, contained in the electronic educational and
methodological complex of the discipline and by default rated by the system. The
elements, which are rated, include tasks for practical works and tests of theoretical
knowledge. The control of practical skills and abilities of students is carried out ac-
cording to the results of processing of lab works, where students design game sur-
roundings or game characters. The control of theoretical knowledge of students is
realized with the help of testing (see Fig. 3).
Fig. 3. The example of questions of control
As a means of feedback for realization of communications and qualitative educa-
tional support of students the forum has been used, which is the default element for all
courses of the Moodle platform and provides all necessary tools for effective commu-
nication of students with tutors.
2.3 The results of the pedagogical experiment
Let us examine the results of experimental testing of effectiveness of introduction of
methods of 3D modeling learning in the content of the “Computer graphics” disci-
pline and the distance learning course for the understanding of the level of the graph-
ical competence of students. As an experimental group of students third-year students
of the “Computer sciences” speciality have been chosen. The pedagogical experiment
has been performed in two stages: ascertaining and formative ones. With the aim of
research problem revealing, the ascertaining experiment has been conducted, in the
course of which the entrance control has been carried out for the study of the initial
level of student knowledge on the technology of 3D modeling and the insufficient
level of knowledge on 3D modeling technology has been revealed. The results of the
entrance control are represented in the form of chart (see Fig.4).
Fig. 4. The results of the entrance control
Thus, the research urgency has been defined and its problem has been formulated,
which consists in the necessity of development of methods of 3D modeling teaching,
aimed at the formation of spatial thinking, creative approach and aesthetic perception,
which are components of the graphical competence of future bachelors of computer
sciences. Relying on the conducted research, we have offered an idea that for the
increase of the graphical competence level of students, namely the development of
spatial thinking, creative approach and aesthetic perception as components of the
graphical competence, the use of educational and methodological complex on the
“Computer graphics” discipline is necessary. After the conduction of the ascertaining
experiment for third-year students the study of educational material has been orga-
nized with the use of the developed educational and methodological complex and the
distance learning course on the “Computer graphics” discipline. During the formative
stage of the experiment the hypothesis was formulated: the introduction of methods of
3D modeling teaching in the content of the “Computer graphics” discipline and the
distance learning course will assist the increase of the formation level of graphical
competence components of future bachelors of computer sciences, namely the devel-
opment of spatial thinking and skills of shaping, creative approach and aesthetic per-
ception. For the checking of the effectiveness of introduction of 3D modeling teach-
ing methods in the content of the “Computer graphics” discipline and the distance
learning course, the first checkpoint was conducted during the progress control and
the second checkpoint was performed at the end of studies of the discipline. Let us
build the diagram of the dynamics of students’ progress level according to the data of
the second checkpoint on the base of obtained data (see Fig. 5).
Fig. 5. The dynamics of levels of students’ progress points
After analyzing the diagram (see Fig. 4), we can make the conclusion that after
conducting the experiment, the general level of progress and the level of formation of
graphical competence components both in the group in the whole and each student
individually have increased (see Fig. 6).
Fig. 6. The comparison of results of the first and second checkpoints of students’ knowledge
The comparison of individual progress indicators of students is liable to statistic
processing, namely: the number of received points of experimental group during the
first and second checkpoints of the experiment. The aim of the research consists in the
determination, whether there are enough significant changes and whether it is possible
to state that introduction of 3D modeling teaching methods in the content of the
“Computer graphics” discipline and the distance learning course have led to the sig-
nificant change of the level of graphical competence formation. For proving this, we
calculate data with methods of mathematical statistics, using Student’s t-measure. For
the research the null hypothesis have been formulated (Н0): the intensity of positive
improvements of students’ progress while the use of methods of 3D modeling teach-
ing in the content of the “Computer graphics” discipline and the course of distance
learning does not exceed the intensity of improvements of student knowledge level
while studying offered educational materials without it. We will formulate the alterna-
tive hypothesis (Н1) in the following way: the intensity of positive improvements of
students’ progress while using 3D modeling teaching methods in the content of the
“Computer graphics” discipline and the distance learning course exceeds the intensity
of improvements of students’ progress without its usage. According to Student’s t-
measure Н0 can be rejected in favour of Н1, if according to the results of the statisti-
cal analysis the probability of the accidental appearance of the found difference does
not exceed 0,05 or 5%. If the level of credibility is not achieved, then it is impossible
to reject null hypothesis. Let us define the value of temp according to formula 1: [13]
t=(𝑀1−𝑀2)
√𝑆12
𝑁1+𝑆22
𝑁2
(1)
where М1 and М2 – the average value of the first and second points; S1 and S2 –
dispersion (standard deviation) for the first and second points respectively; N1 and
N2 – the number of grades of the first and second points. Let us define the dispersion
according to formula 2 [13]:
𝑆2 =∑ (𝑋1−𝑋2)
2𝑛i=1
𝑁−1 (2)
where (x1 – x2)2 – the deviation square of separate values of signs from arithmetic
mean; N – the number of signs. The dispersion is the indicator, which shows how the
grade distribution curve is diffused regarding the value of its arithmetic value. The
calculation of the dispersion of student training level is represented in Table 1.
Table 1. The calculation of the dispersion of student training
Ch
eckp
oin
ts
Po
ints
Gra
des
Nu
mb
er o
f stud
en
ts
Arithmetic
mean
𝑥2 =∑ (𝑥)𝑛i=1
𝑁
Deviation
from
arithmetic
value
x1-x2
Deviation
squared
Product
of the
number
of grades
on devia-
tion
squared ni (x1-x2)2
Dispersion
𝑆2 =∑ (𝑋1 − 𝑋2)
2𝑛i=1
𝑁 − 1
First
0-59 2 5
29
10= 2,6
-0,6 0,36 1,80
4,4
9= 0,4889
60-74 3 4 0,4 0,16 0,64
75-89 4 1 1,4 1,96 1,96
90-100 5 0 2,4 5,76 0,00
Seco
nd
0-59 2 0
33
10= 3,3
-1,3 1,69 0,00
4,1
9= 0,4556
60-74 3 8 -0,3 0,09 0,72
75-89 4 1 0,7 0,49 0,49
90-100 5 1 1,7 2,89 2,89
After the determination of dispersion, let us calculate temp. according to formula 1:
𝑡emp =(2,6−3,3)
√0,4889
10+0,4556
10
= 2,2778 (3)
After the determination of temp. we compare it with the table value. The table value
of t-measure is smaller than calculated (tkr.(0,05)(2,228)< temp.(2,2778)). Let us build the
axis of significance. (see Fig. 7).
Fig. 7. The axis of significance
In this case, the empiric value gets in the zone of significance. Since tкr (0,05) <
temp, this indicates that null hypothesis is rejected, the alternative hypothesis is ac-
cepted, namely: the intensity of positive improvements of student progress while us-
ing 3D modeling teaching methods in the content of the “Computer graphics disci-
pline” and the distance learning course exceeds the intensity of improvements of stu-
dent progress without its usage for the level of credibility 0,05. Relying on the derived
data of the experiment we can affirm that the usage of 3D modeling teaching methods
in the content of the “Computer graphics” discipline and the distance learning course
has positive influence on the development of spatial thinking and skills of shaping,
creative approach and aesthetic perception, which are the components of the graphical
competence of students; influences the development of intellectual potential of stu-
dents, skills of work with 3D processors, improves knowledge required at the labour
market; allows to increase the quality of training of future bachelors of computer sci-
ences. The effectiveness of usage of 3D modeling teaching methods in the content of
the “Computer graphics” discipline is aimed at the development of 3D models for the
gameplay, virtual and augmented realities, in the educational process of training of
future bachelors of computer sciences has found its confirmation according to the
results of the experimental work.
3 Conclusion
The usage of education materials in the process of professional training of future
bachelors of computer sciences is aimed at the development of skills in 3D objects
modeling (game characters, objects, surrounding) is the effective method of the in-
crease of motivation and cognitive interest of students. The learning activity, aimed at
the development of spatial thinking, creative approach and aesthetic perception allows
to bring the training closer to the future professional activity, develop important com-
petences in students: the ability to generate creative solutions, skills to approach criti-
cally to solution of set tasks, to base their own conceptions and ideas, to work in a
team. The application of educational materials with the developed step-by-step algo-
rithm of modeling of 3D objects in contemporary graphical processors on the example
of 3D graphical Autodesk Maуa processor makes the training more effective. Taking
into account the actuality of the development of 3D models and surroundings not only
in the industry of development of computer games, but also in the modeling of virtual
and augmented reality, in the movie industry, in the educational process, the usage of
3D modeling teaching methods in the content of the “Computer graphics” discipline
will assist the growth of the creative potential and the rise of the professional signifi-
cant qualities of future bachelors of computer sciences. According to the results of the
pedagogical experiment it has been revealed and proved with the help of statistical
calculations, that the usage of 3D modeling teaching methods in the content of the
“Computer graphics” discipline and the distance learning course in the process of
professional training of bachelors of computer sciences is effective, in which the sig-
nificance of research consists.
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